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Sinner_D

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Everything posted by Sinner_D

  1. http://steamcommunity.com/sharedfiles/filedetails/?id=454742820 In blue letters it says "Observe Materials Bay" -Right click = Additional item info.
  2. Ok, thanks...cant wait for update, this is a must have mod for me. Also...could you make future mod updates foldername include mod name(not sure if dir change will mess with anything) I like to know what mods I have installed, and I've never seen diazo mod
  3. Your 1.24 DL link loops to pg. 60 which I only find a 1.23c DL link. Please help! Also .90 compliant?
  4. <crosses fingers> updating to KAS 4.8 with a starship in orbit with KAS parts...please dont go boom! hoping this fixes all my parts being locked in their boxes...lol glad i found this out before starship left kerbin Thanks for all the work on KAS, this is surely a classic must have mod.
  5. First off, valiant effort here maxwell. but i do believe that you may have over simplified and/or skipped / missed some very important things involving what you are attempting to teach here. seeing as how this is meant to be a "beginners" tutorial, i believe you missed a crucial step in this tutorial, better yet atleast the explaination of at step you took, but gave no reference to its absolute importance to rendezvous. Prior to "step 1) get close" you need to add, and explain why your two craft are in separate orbits, especially explaining why they are not matching orbits. and furthermore explain why/what the difference in orbits mean in terms of rendezvous. by doing so, you'll break the binds to which your setting on newbies, I'm sure most ppl who've read this tutorial and attempted, had orbits of 100km vs 80km. personally i think setting up a precedence giving those orbital distances some sort of magic trick on how to perform orbital rendezvous is a knife in the back of a newbies training. also, with the "north / south" alignment, if you simply explained that ones is always opposite the other((given your crafts control module(s) is forward facing)), and gave the obvious to us pros simple way of determining this, than you wouldn't have to do a North / South alignment ever again; and then once an orbital docking requires a non "N/S" alignment, like when your docking to an already aligned space station with a irregularly orientated docking node, your not screwing newbies over by forcing the N/S alignment(I cant remember when the last time was that i performed a N/S aligned dock) I do my rendezvous / docking slightly different, but for the most part you did a well job of giving a newbie a leg up in orbital rendezvous / docking and i commend you for that. Good Job. perhaps when im done capturing this asteroid ill setup a tutorial with how to do this kinda stuff. P.S. videos are great training tools, especially for this generation, however i agree that written tutorials can be better when your describing specific things required for task, that may be not heard in video(rewind / rebuffers sux when trying to learn)
  6. correct, i got the trajectory projection by targeting the asteroid. it stays visible when my focus is on ship, or any body in the solar system. but it doesn't when focus is on maneuver nodes, seems like if anything that's when it most should show. I'm curious, if this is normal for everyone, than what step am i missing for aligning my orbit for a rendezvous with an impacting asteroid of this kind?
  7. are there any other config settings like this that deal with conic lines? and can these setting be modified while in-game? like when does this cfg file initialize? id really rather not have to go through the long load up screen every time what with the number of parameters in this file, would take me forever to figure out what they do. Who's idea was it to hide such a function of the game like this in a cfg file, seems like a huge game parameter you'd think they would have something in the in-game setup menu for this. those conic lines can be REAL confusing to newbies(i know they were for me at first...a lot of WTF moments...lol) do you guys know what the defaults for "CONIC_PATCH_DRAW_MODE" "CONIC_PATCH_LIMIT" are? i went to go change myn and they were already set to "3" & "3" and i know for a fact it wasn't always like this. P.S. whoever moved my question, i cant find it now...help! i bookmarked it, but for some reason my bookmark brought me back here :/
  8. The CONIC_PATCH_LIMIT - 3 The CONIC_PATCH_DRAW_MODE - 3 now i have this issue where im exiting kerbin SOI using an asteroids projected trajectory path to plot my exit / lineup. this is fine and all for the basic lineup, but when i change my focus to one of my maneuver nodes to do some more fine tuning, the conic line for the asteroids projected trajectory disappears. this is only when my view is focused on a maneuver node, it comes right back when i refocus on anything other than a node. PLEASE tell me theres an easy fix for this!!! http://steamcommunity.com/sharedfiles/filedetails/?id=246763486 (with conic) http://steamcommunity.com/sharedfiles/filedetails/?id=246763521 (bam focus screws me)
  9. Thank you so much biohazard, my next project ingame will be a monument in your honor for rescuing KASA program thank you*infinity
  10. airbags are cheating, funny looking, and i know damn well kerbals would never allow such an easily survivable device anywhere near their space program. "My pod crashed, Jeb is dead, u r jerk - Yup" <------ROTFLMFAO
  11. youve gotta be kidding me, not gonna DL just yet(like my KSP realistic-ish) but omg WOW! kudos, looks amazingly like a childhood building block company's pieces in space. (hrmm i think they make toaster ready waffles too. lol) Legally speaking, the closest thing you have to "copyright infringement" (given that your ingame parts have been scrubbed of all block company's trademark logos) your only major worry should be your "brickmod" logo, which is borderline at best. Go to any toysRus these days and Lego is not the soul owner of tiny blocks that can attach to each other and be used to construct things. Given you make no mention or attempt to utilize said companys logo/brand name anywhere ingame or on any distribution methods you partake, id say your pretty in the clear here. Needless to say its not 100% guarantied they wont come after you, however I'm pretty certain you have nothing to worry about if you follow above mentionings. GL and Great work!
  12. i LOVE these things, just one beef. could you possibly make a model with nodes that will align for the space shuttle looking pod? PLEASE!!!! i so want to make a space shuttle ship with one of these cargo bays, but it just looks funny with the dumbly placed node on the space shuttle pod :/
  13. congrats on the quick update rom, commend the haste. is there anything i can do to temp fix the texture issue? still have yet to even see this GMOD thingy of .20 btw my testure issue is the parts themselves, not the hud. update: new game data dir...makes mod installs a breeze...lol
  14. WOOT... your dah bomb Rom. thanks for the speedy update, drowning in tears over here from all the mods losses :'( well seeing as how currently now the launch clamps find you half way up into orbit and kraken your ship to death, i guess ill have to compromise and give up my love for all that explodes(that isnt my ship) LOL again THANKS Rom
  15. Hey Rom, just got KSP v.20 and im having some texture loss issues. DamnedRobotics required complete removal due to it freezing title load screen, and now my laser system laser turrets are all textureless. any idea on a fix for this? btw tractor beams are a bit too sci fi to request "realistic power consumption" however i would assume if they were realistic the consumption would be something like the equivilent to (Larger object mass - smaller object mass) * distance = power consumption.
  16. dont know if this will replicate this incident, but heres an exact rundown of what i did just prior. all done is space orbit approx. 100km step 1: position robotic arm so that magnetic grasp detects light fixture. step 2: kerbal EVA step 3: accidentally destroy light fixture immediate adjacent to light fixture(planning to move). step 4: successful disassemble. magnetic grasp immediately engaged after. step 5: repositioned light fixture to new area, didnt like orientation so was going to assemble re-position arm and then reorient light. step 6: assembled, repositioned arm, repeat step 1, 2, 4. step 7: pull arm, light moves along the plane of object its attached to, yet will not pull off of object(as if a small portion of light is stuck inside object its attached to. gave up, space centered out. and noticed a few hours later via my ground based laser mounted object detection device that space station had two new orbiting debri, one forward in same orbit, one behind in same orbit. one was light fixture which was stuck, other im assuming was accidentally destroyed light as it has no object model. BTW all of my kerbals have laser mounted helmets, and none of which have been in any laser mounted vessels, my only laser system is my unmanned ground based debri removal system. the GUI seems to randomly come and go, but the laser helmet capability is always there. which i think is good, should keep it that way n just nix whatever makes GUI only pop up if kerbal is from a laser vessel.
  17. @fragosus: you dont need lasers... all kerbals are equipt with built in lasers to their helmets. is there a key command to bring up the assemble/disassemble window while in EVA mode? its not coming up for me again... and i was VERY lucky that it didnt blowup my entire space station, luckily my explode target was just a light, which was immediately attached to my main control module. please tell me theres a toggle to bring that window up. i know now 1=destroy 2=disassemble 3=reassemble... but i feel much more comfortable with that window open also... has anyone disassembled a part, put it somewhere else reassembled, and then tried to disassemble that part off again? i cant get this part ot come off, keeps saying successful disassemble but when i try to pull it away from craft with robot arm it wont budge...and pulling too hard is putting my space station into a seriously dangerous rotation. P.S. is there a way to turn the helmet laser off afterwards?
  18. perhaps in exchange for the great idea, you could maybe clue me in on how the heck you guys do these crazy mods. especially the beyond "heres some parts" mods...lol feel free to go through with it... id love to see LAGS online, as of right now im a bit weary putting anything together with that system, even with me meticulously trying to align a simple 1.5x1.5x3 fuselage to a second one hanging from tower supports i wasnt able to get it as aligned as id demand in order to start using for my space station, dont need parts suddenly falling off something that might help atleast for now would be to offset the view of the cameras on the robotic arms as right now as soon as you magnetize your pretty much running blind. might be the case in real life, but then again NASA in real life isnt run by one person either i think i might have come up with a very cool use for this laser system, is there a max range that lasers can target/lock-on?
  19. i would say approach zenith or NADIR point in a direct up or down "respectively"(either way youd be coming in direct vector for center of the sun) approach following a similar 90* arc(like upon launch into earth orbit) towards one of the outer planets... the suns grav would pull back on you through the entire arc at appropriate axis for deceleration, this would both slow you down considerably as well as level your plane for equatorial plane alignment. while sun would slow you down i doubt this approach would stop you completely which means youd have to perform afterwards a standard slingshot 180 around one of the outer planets in order to return heading towards sun, and thus earth. by then a simple aerobreak in earths atmo would mean a safe trip home.
  20. LAGS Laser Alignment Grid System so with this assemble/disassemble option, the only thing I'm thinking of is alignment. and well how awesome would that be if you could use say the Li-DAR lasers to draw a grid system or similar on the surface of objects to make precision placement easier. the way i in-vision it is you have a series of lasers, 5 secondary + Your main module Primary laser: Imagine an X200 16 fuel-tank for this example....guesstimating radius is 1.5m hovering over top of the fuel cell you would do this (don't have to be exact as lasers will calc for off-set centric orientation automatically once you line up the below sensor lasers) Primary Laser you would just point at any target object while in new Sub-Systems mode: "Laser Alignment Grid System" LAGS for short "place first and would auto-lock your current orientation to target object(s)and/or begin aligning your craft to a direct above orientation automatically" 1 laser you would position center origin of the fuel cell. "C[0,0]" (local object orientation) ((blue laser mount in picture)) -placed blue laser mount at center in picture. 2 lasers you would position at the farthest most circumference points at North and South orientation. "C[0,1.5]" & "C[0,-1.5]" (not game North/South, just local object orientation) ((red laser mounts in picture)) -placed red laser mounts where you would point the endpoints of your crafts lasers. 2 lasers you would position at the farthest most circumference points at the East and West orientation. "C[1.5,0]" & "C[-1.5,0]" (not game East/West, just local object orientation) ((green laser mounts in picture)) -placed green laser mounts where you would point the endpoints of your crafts lasers. Further note: -grid spacing could also be modified for wider or narrower quadrants. -perhaps Primary laser would act as the pointer to which object to tie to and align along specified grid. -perhaps some cool scanning animation while the plugin calcs grid-lines. -additionally perhaps future versions of LAGS could be used as sort of a live action local topography mapping system during landing approaches to determine surface tension. -screenshot is within VAB, but this concept is ment for in-world usage. P.S. excuse the crude grid-lines... new win7 system n i dont have any better photoediting software then paint...lol i miss my photoshop GL Romfarer
  21. as you can notice, the GUI is there, but clicking on it now just makes it blank out, i cant do anything with that, all else seems to work fine. LOVE the Lasers
  22. UPDATE: well i was able to get all parts in the lists in-game(i believe) but are now troubled with the main KSC page where you choose to goto hanger, VAB, tracking, or pad... that top left corner "configure" thing? it no longer works... clicking on the blanked top most portion of that window(only thing visable now, and its lettering is gone, just Gui is there) just blinks the drop down portion on/off again, i cant possibly do anything with that. i have both robot arms, all color lasers(i think) and both cone and 2 sized cylinder control modules, they all work last i checked, just not that above described tab...P.S. i dont even know what to do with that, simple explaination on that would be nice too if i can ever get it working. Thanks, and LOVE this and robot arm/ camera Add-ons.
  23. first off, very cool. secondly... ive got both your robotics arms add-on, and are now trying to figure out how to install lazor cam add-on, most the files are the same... dont wanna mess anything up. Please advise.
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